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Hash, Inc. - Animation:Master

mtpeak2

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Everything posted by mtpeak2

  1. All those bones you see are geometry bones, just assign the cps to the bone that fall in the same general area. These extra bones are for the limb bowing feature, plus allowing them to twist.
  2. Can you post the setting you are using? It appears that your height and width are the same measurement as the step height and width.
  3. So it's not sharing the same space as the real head geometry.
  4. Delete all the geometry that doesn't have hair applied, scale the geometry slightly smaller and "save as" scalp with hair, or something like that. Now import the scalp model into your full model. Make sure you assign the scalp geometry to a bone in the rig and save. This should work in v13s? (can't remember which version that was fixed in) and up.
  5. After simulating the dynamics, you need to turn off the dynamic constraints (enforcement 0%). Also, turning the constraint off in the chor or action creates keyframes on the dynamic bones, you must delete these, they override the dynamic simulation data. You have to do this in v14, v13 you do not have to do any of this. If you have the dynamics setup in a pose, you can turn it on/off from the user properties of the model, under the objects folder. This will not create the keyframes.
  6. Very nice lamb and animation. It's a shame the lamb has fleas. The jitter stands out, try rendering with 0% jitter. You also have 100% direction variation with a 100% face camera, plus only 1 cp (didn't know that was possible), this will most likely have the hair flipping all over the place with a moving model and camera. What version of A:M are you using?
  7. Can't view it with sound either. The first clip was great though.
  8. Jitter is v14, I think. Sorry, didn't realize you were using v12.
  9. You can also lower the density and use the jitter option to make it look like more hair than what's there. I would also lower you direction value, for the most part, animal fur is usually pretty uniform in direction. As Luuk suggested, remove the transparency and just taper the thickness of the hair in the timeline.
  10. Cool model, looks great!
  11. Looking real good Tai Shan, keep at it.
  12. That looks great John.
  13. Check the direction of the normals of the 5 pointers.
  14. David, I tried to check out the biped toe add-on, but I got an error when trying to select the zip file. Quad toe add-on as well.
  15. I don't know what to tell you, the image I posted was an edited version of the image you posted. So now you are telling me it's different? I am looking at the model in v12.
  16. Sorry to take so long to get back to you. Delete the 2 ideas I circled in the image. The version you sent me doesn't have the right foot target in the bones folder of the smartskin, that needs to be removed as well, and delete the user properties folder that is directly under the splines folder.
  17. Love these characters Jirard. My favorite one is the one with the headphones. The one with the baseball hat, looks like it could use a little more detail, maybe just turning the hat to the side or backwards, but I sure you have the hat rigged to position where you want it anyway. Looking forward to seeing them in action.
  18. Here's the problem, in the smartskin for the right thigh, you have a reference to the basic setup pose. Delete it from the smartskin, save and everything should be fine.
  19. I sent you a PM with my e-mail address.
  20. Robert, it's the same for Thom. George, turn on the right and left hand lock poses.
  21. There is a way to get it to do what you want, but that involves modifying the 2001 rig (reparenting).
  22. Constrain the nulls to the chair.
  23. You can send it to me if you like. I'll PM you my e-mail address if if you want to send it.
  24. The 2001 rig has an IK arm setup. Go to rigs>setup. It's not a switch like the squetch rig though.
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